V4.0 Target and Reward update(All of V3.7 changes supposed to be in this list)
-New reward system -- following Taxi Driver reward style
-Target in-car now speed up when attacked by player
-Now almost every kind of car model is used by target
-Few dialogue changes

V4.2 Another routine fix after update
-Added more car model blacklist
-Changed target pedtype to 27 (MISSION4) instead of 15 (GANG9) to prevent conflicts with gang mods
-Minor car model selection fix There was a check AFTER car is spawned if false it will replaced with another car but model is not released

V4.8 Rebalance fix
-Increase difficulty with target now has Hitman weapon skill and Gangster for his group. (Default mode only)
-Reward slightly increased to match with the difficulty
-Car Invulnerability Grand Reward has changed much
> Now applied directly at 50 assassinations without need to clear target list
> Invulnerability now no longer all-proof, instead it will have either BP, BP/EP, or BP/EP/CP
-Another dialogue edit -- focused at target list and depicts targets as skilled criminals.

V5.0 Pre-Advance Update-Added "List Cleared" and "Target Remaining" counter-Adds health recover and car fix after every target is killed.-Added blacklist for ped models
-Fix follower always exist either one or two

V6.0 Advanced Target Variety Update
-Code rewrite ; Target actors now defined in one array index.
-Multiple targets now showed up in one group.
> Each group member now holds different weapon and model.
> The target you need to kill is still only the marked one.
> Applied proper count at "Target" counter for each target kills.
-Add Target Rank system to determine how dangerous the target group is.
> Adds "Rank" status line as indicator
> Lower rank targets are easier to kill, meanwhile higher ranks are harder to kill.
> Targets with 4 rank or higher is no longer get headshot or collision damage.
-Headshot mechanic still applied, but now only if player stays around 30m from target.
-Ensures target and agent won't spawn 100m from player.
-Agent's car now have collision-proof, prevents accidental bump punishment and provided to steal if desired.
-Rewrite agent's dialogue -- now talks more about 'job'.
-Target list now contains 7 - 15 targets.

V6.7 Ranking Rewrite Update
-Rewrite entire target's stats
> Now targets ranked in 6 ranks.
> Weapons now also 'ranked' from basic to powerful, and each target have different weapon skill for each weapon rank.
-Rewrite Agent dialogue.
> Now dialogues are skipable.
-Reduced target group capacity -- fewer marked targets and the group member.
-Health and Armour recovery has removed.
-Re-add 50 Assassination bonus message.

V7.0 Wanted Update
-Wanted Levels now plays bigger role
> Agents no longer clear wanted level when player enters car
> Agent meeting will canceled if player having wanted level
> Targets may expect player if player having 2-star wanted level
-Giving Mission difficulty selection at start of mission
> Consist of Easy, Medium and Hard (under name of Simple, Standard and Expert) or Any missions (Default)
-Some mission will grants player 2 or 3 wanted levels upon completion
-Targets now more sensitive to attacks
-Low rank targets might run away if attacked, the same goes for any spared targets
-Replaced complicated model handle, next target marked faster after last target killed

V8.0 Config Update
-Adding config file to adjust various features
-Entire mission now simplified, skipping entire agent meeting and more generic targets
> This can be reenabled in config file
-Removed difficulty selection in beginning of mission
-Target's health no longer ridiculously high
-Adding integration with Adrenaline Mod
-Now the group leader is not always the target.
-Target list now only lists up to 5 targets
-Hidden config now stored in new .s file instead of .fxt file

V8.5 Responsive Update
- "MKKJ Missions" folder removed, all mission/config file now should be in "cleo" folder
- Fix low rank targets is not responsive when attacked in car
- Targets now properly run/attack after bailed out of car
- Target's allies now keeps run/attack player after the target is killed
- Fix player can't get out of agent's car
- Change agent's car model to Sentinel

V9.0 Response Improvisation Update
- Target response greatly improvised
> Target group no longer run/attack if you managed to kill the target without being seen
> Targets no longer blame player if damaged by other ped or by accident
> Fix target's vehicle still driving even after the driver is killed, leaving passenger stuck
> Attacking or aiming at target in any way while being seen will alert the target
> Using sniper nearby and running targets with vehicle no longer counts as stealth
> Targets react properly if attacked by player's group.
- Changed reward formula and added bonus reward for stealth kills
> Contract rewards now ranges $500 ~ $3000 per target depending on the rank instead of $500 per target
> Eliminate target reward now fixated at $100 for each target
> Eliminated target without alerted the group now reward player with $250 for each target
> Performing stealth kill without witness now reward player with $750 for each target
- Assassination now completed at 50 target kills instead of 80
- Agent's car no longer spawn on roads, and won't drive away after giving instruction to player
- Now anyone in player's group will attack target instead of newly-spawned GSF member
- Several changes at config file
> Config file is now optional. If not present, it will uses default settings.
> Now targets only limited up to either Rank 3 or 6 instead of Rank 2, 4, 6
> Contract Break is replaced with Auto End Mission
> Target rank now always shown
> Allows agent spawning on the road method
- Targets now notices player at 3-star wanted level instead of 2
- Agents now rejects player at 3-star wanted level instead of 1
- Removed "Assassination.s" file
- Changed text display, now special texts shown briefly
- Now only up to 2 targets spawn per group

V9.1 Disengage Update
- Target now stop running or attacking after losing player for a while

> They will react immediately again if player is seen by them

> Assassination bonus does NOT rewarded at player's second attempt
- Assassination progress now stored in external file instead of using cleo's thread saving

V9.1.2 New game fix Update
- Fix starting new game load first savefile's mod progress

GaMeR-X

thalilmythos

You should keep modding brother, this is one of the best mods of sidemissions in sa i've ever tried, you got potential to make great mods.... and shiiieet, if your not really into modding but can make this? then damn you got talent

MKKJ

You should keep modding brother, this is one of the best mods of sidemissions in sa i've ever tried, you got potential to make great mods.... and shiiieet, if your not really into modding but can make this? then damn you got talent

thanks dude

now you've said it, i feel ya too.
at first i just like "i want to poke around modding, i guess. it won't be long" then now it turned out better and i feel guilty if i don't take this any further

thalilmythos

you are welcome man, you should keep going with this mod, make something like bigger pay objectives like killing an objective protected by a convoy or getting rid of a 10 persons gang in a row, bring variety, something to do after finishing gta sa 100 % apart from shooting cops till exhaustion

astitva

It is seriously a very good mod!
Why don't you for example create options, like giving the player option to choose whether he wants to carry it covertly or by combating, thus affecting player's reward in the process.
Just a suggestion, keep up your good work.

MKKJ

It is seriously a very good mod!
Why don't you for example create options, like giving the player option to choose whether he wants to carry it covertly or by combating, thus affecting player's reward in the process.
Just a suggestion, keep up your good work.

thanks a lot, man

But headshots only by sniper rifles (if that's even possible) otherwise it becomes too easy!

I'll keep my eye on the grammatical errors, to be fair I only saw one, so that's not much.

Yeah, i know. I planned to allow headshots with rifles, target in car or stay around 15-20 m from target

If you want to help with grammar, you could take a look at the *.fxt file with any text editor (like notepad)
The format written there shouldn't be much confusing. Then PM me for a discussion

thalilmythos

Jesus man this has come so far, congratulations dude, i am having a blast with this mod, but there is only one thing that puts me off, is that whenever you are chasing an objective and you put your car in front of it, it stops, whatsup with that? i want to have to chase the objective in case i miss the sniper shot i was aiming for you know? the trill of the chase and sh*t

MKKJ

Jesus man this has come so far, congratulations dude, i am having a blast with this mod, but there is only one thing that puts me off, is that whenever you are chasing an objective and you put your car in front of it, it stops, whatsup with that? i want to have to chase the objective in case i miss the sniper shot i was aiming for you know? the trill of the chase and sh*t

Thanks dude, glad if you enjoyed it.

The issue is already in my to-do list for awhile ago. So far i managed to made the car speed up when attacked, but still stop if any car blocks its way.Well, target's behaviour and response is always an issue for this mod for some reason.

MKKJ

-New reward system -- following Taxi Driver reward style It also means lesser reward money, though.
-Target in-car now speed up when attacked by player

-Now almost every kind of car model is used by target

-Few dialogue changes (English may still screwed but, well...)

Actually V3.7 changes was supposed to released along with V4.0 update (Hence the update name)Well, just say since it took time and i'm just impotent impatient, i rushed to release it. (edit : a'ight, its lame, my bad)

MKKJ

-Added more car model blacklist
-Changed target pedtype to 27 (MISSION4) instead of 15 (GANG9) to prevent conflicts with gang mods
-Minor car model selection fix There was a check AFTER car is spawned if the car model is wrong it will replaced with another car but the wrong model is not released

The main post also updated now. Under End Notes i put detailed stuff there.